Fixing things
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45 changed files with 8242 additions and 2221 deletions
743
common/on_action/combat_on_actions.txt
Normal file
743
common/on_action/combat_on_actions.txt
Normal file
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# Root = Combat
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# Executed on combat start, when all starting armies have already been added to relevant sides
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on_combat_start = {
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}
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# Root = Combat side
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# scope:army = army joining side
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# Executed after an army joins combat, after the combat has already started
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on_combat_unit_join_side = {
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}
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# Root = Winning combat side
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# scope:wipe - Was this a wipe?
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on_combat_end_winner = {
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events = {
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combat_event.0001 # Victorious commander gains progress towards earning "The Undefeated" nickname (obtained after winning 100 victories without a loss).
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combat_event.1001 # Winner imprisons commanders/knights on the losing side.
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combat_event.2001 # # Commander may become known as a Gajapati if you have the prerequisites
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fp1_shieldmaiden.0031 # Track shieldmaiden levelling.
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historical_artifacts.0100 # #Save a memorable battle as potential topic for artifacts
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combat_event.2101 # Battle Won: glory goes up.
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# combat_event.2200 # Hereward beat a Norman
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combat_event.3000 # Battle PoI Creation
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}
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random_events = {
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1000 = 0
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20 = artifact.6000 # Chance to loot an enemy banner after winning a battle
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1 = harm.0012 # A conk on the noggin' renders you a-foggin'.
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20 = legend_spread_events.8140 # Make this part of your legend?
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}
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effect = {
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#If you are el Cid you get a special events
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if = {
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limit = {
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side_primary_participant = { has_variable = ongoing_cid_story_cycle }
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enemy_side.side_commander.primary_title = title:k_valencia
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}
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enemy_side.side_commander ?= { save_scope_as = loser }
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side_primary_participant = {
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set_variable = {
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name = cid_title_to_give
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value = prev.enemy_side.side_commander.primary_title
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}
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trigger_event = cid.2000 #Tizona
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}
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}
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else_if = {
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limit = {
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side_primary_participant = { has_variable = ongoing_cid_story_cycle }
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OR = {
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enemy_side.side_commander.primary_title = title:c_barcelona
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enemy_side.side_commander.primary_title = title:d_barcelona
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}
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}
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enemy_side.side_commander ?= { save_scope_as = loser }
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side_primary_participant = {
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set_variable = {
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name = cid_title_to_give
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value = prev.enemy_side.side_commander.primary_title
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}
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trigger_event = cid.2001 #Colada
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}
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}
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else_if = {
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limit = {
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side_primary_participant = { has_variable = ongoing_cid_story_cycle }
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}
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random = {
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chance = 10
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enemy_side.side_commander ?= { save_scope_as = loser }
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side_primary_participant = {
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set_variable = {
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name = cid_title_to_give
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value = prev.enemy_side.side_commander.primary_title
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}
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trigger_event = cid.2000
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}
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}
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}
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if = {
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limit = {
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exists = side_commander
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exists = enemy_side.side_commander
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}
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random = {
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chance = {
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value = 10
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if = {
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limit = {
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exists = scope:wipe
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}
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add = 90
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}
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if = {
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limit = {
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exists = enemy_side.side_commander.primary_title
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exists = side_commander.primary_title
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enemy_side.side_commander.primary_title.tier >= side_commander.primary_title.tier
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}
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add = 90
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}
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}
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combat.location = {
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save_scope_as = battle_province
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}
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side_commander = {
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create_character_memory = {
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type = battle_won_memory
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participants = {
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loser = root.enemy_side.side_commander
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ruler = root.enemy_side.side_primary_participant
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}
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}
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scope:new_memory = {
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save_scope_as = battle_memory
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}
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scope:battle_memory = {
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set_variable = {
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name = battle_location
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value = scope:battle_province
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}
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}
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}
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}
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}
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# setup for artifact.4010
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if = {
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limit = {
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side_commander ?= {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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NOT = { has_variable = artifact_battles_won_var }
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}
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}
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}
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side_commander = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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NOT = { has_variable = artifact_battles_won_var }
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}
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set_variable = {
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name = artifact_battles_won_var
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value = 1
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}
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}
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}
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}
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else_if = {
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limit = {
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side_commander ?= {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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has_variable = artifact_battles_won_var
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}
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}
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}
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side_commander = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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has_variable = artifact_battles_won_var
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}
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change_variable = {
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name = artifact_battles_won_var
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add = 1
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}
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}
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}
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}
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if = {
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limit = {
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any_side_knight = {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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NOT = { has_variable = artifact_battles_won_var }
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}
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}
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}
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every_side_knight = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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NOT = { has_variable = artifact_battles_won_var }
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}
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set_variable = {
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name = artifact_battles_won_var
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value = 1
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}
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}
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}
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}
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else_if = {
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limit = {
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any_side_knight = {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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has_variable = artifact_battles_won_var
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}
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}
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}
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every_side_knight = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = primary_armament
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has_variable = artifact_battles_won_var
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}
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change_variable = {
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name = artifact_battles_won_var
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add = 1
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}
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}
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}
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}
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#setup for artifact.4020
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if = {
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limit = {
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side_commander ?= {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = armor
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NOT = { has_variable = artifact_battles_won_var }
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}
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}
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}
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side_commander = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = armor
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NOT = { has_variable = artifact_battles_won_var }
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}
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set_variable = {
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name = artifact_battles_won_var
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value = 1
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}
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}
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}
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}
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else_if = {
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limit = {
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side_commander ?= {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = armor
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has_variable = artifact_battles_won_var
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}
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}
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}
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side_commander = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = armor
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has_variable = artifact_battles_won_var
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}
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change_variable = {
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name = artifact_battles_won_var
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add = 1
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}
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}
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}
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}
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if = {
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limit = {
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any_side_knight = {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = armor
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NOT = { has_variable = artifact_battles_won_var }
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}
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}
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}
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every_side_knight = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = armor
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NOT = { has_variable = artifact_battles_won_var }
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}
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set_variable = {
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name = artifact_battles_won_var
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value = 1
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}
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}
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}
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}
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else_if = {
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limit = {
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any_side_knight = {
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any_character_artifact = {
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is_equipped = yes
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artifact_slot_type = armor
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has_variable = artifact_battles_won_var
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}
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}
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}
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every_side_knight = {
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random_character_artifact = {
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limit = {
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is_equipped = yes
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artifact_slot_type = armor
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has_variable = artifact_battles_won_var
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}
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change_variable = {
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name = artifact_battles_won_var
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add = 1
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}
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}
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}
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}
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# Acclaimed reveller victory party!!!!! LADS LADS LADS!
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if = {
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limit = {
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OR = {
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any_side_knight = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory
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}
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}
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any_side_commander = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory
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}
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}
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}
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}
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every_side_knight = {
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limit = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory
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}
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}
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knight_army.army_owner = {
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add_prestige = acclaimed_knight_prestige_from_victory_value
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}
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}
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every_side_commander = {
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limit = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory
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}
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}
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commanding_army.army_owner = {
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add_prestige = acclaimed_knight_prestige_from_victory_value
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}
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}
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}
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else_if = {
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limit = {
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OR = {
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any_side_knight = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
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}
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}
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any_side_commander = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
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}
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}
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}
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}
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every_side_knight = {
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limit = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
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}
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}
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knight_army.army_owner = {
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add_prestige = acclaimed_knight_prestige_from_victory_value_high
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}
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}
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every_side_commander = {
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limit = {
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is_acclaimed = yes
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accolade = {
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has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
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}
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}
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commanding_army.army_owner = {
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add_prestige = acclaimed_knight_prestige_from_victory_value_high
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}
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}
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}
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# combat gold reward from Camp Mortifican's Tools upgrade: own victories
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side_primary_participant = { add_to_list = potential_spoil_claimers }
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every_side_commander = {
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limit = {
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this != root.side_primary_participant
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trigger_if = {
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limit = { exists = root.combat.combat_war }
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is_participant_in_war = root.combat.combat_war
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}
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}
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add_to_list = potential_spoil_claimers
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}
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every_in_list = {
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list = potential_spoil_claimers
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limit = {
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domicile ?= { has_domicile_parameter = camp_gold_from_victories_or_nearby_battles }
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}
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root.enemy_side.side_primary_participant = { save_scope_as = losing_side_owner }
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send_interface_message = {
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type = msg_landless_adventurer_battle_gold
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title = camp_gold_from_victories_or_nearby_battles_message_title
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desc = camp_gold_from_victories_or_nearby_battles_message_desc_victory
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left_icon = root.side_commander
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right_icon = root.enemy_side.side_commander
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add_short_term_gold = {
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value = {
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value = 0
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add = root.enemy_side.side_max_army_size
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divide = 100
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min = 5
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}
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}
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}
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}
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# combat gold reward from Camp Mortifican's Tools upgrade: nearby battles
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combat.location.county = {
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every_county_province = {
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every_province_domicile = {
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limit = {
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has_domicile_parameter = camp_gold_from_victories_or_nearby_battles
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save_temporary_scope_as = domicile_temp
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NOR = {
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root = {
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any_side_commander = { this = scope:domicile_temp.owner }
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enemy_side = {
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any_side_commander = { this = scope:domicile_temp.owner }
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}
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}
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}
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}
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root.enemy_side.side_primary_participant = { save_scope_as = losing_side_owner }
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owner = {
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send_interface_message = {
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type = msg_landless_adventurer_battle_gold
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title = camp_gold_from_victories_or_nearby_battles_message_title
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desc = camp_gold_from_victories_or_nearby_battles_message_desc_nearby
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left_icon = root.side_commander
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right_icon = root.enemy_side.side_commander
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add_short_term_gold = {
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value = {
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value = 0
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add = root.enemy_side.side_max_army_size
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divide = 100
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min = 5
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}
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}
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}
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}
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}
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}
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}
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#Nomads recover head of fallen warrior
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mpo_mongol_recovered_head_content_effect = yes
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# Commander trait leveling
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every_side_commander = {
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commander_trait_leveling_leveling_effect = { XP = 1 }
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}
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if = {
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limit = {
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any_side_participant = {
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has_character_modifier = boasted_of_victories_modifier
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}
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}
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every_side_participant = {
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limit = {
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has_character_modifier = boasted_of_victories_modifier
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}
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add_stress = miniscule_stress_loss
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add_prestige = miniscule_prestige_gain
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}
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}
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every_side_participant = {
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if = {
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limit = { has_variable = accolade_progress }
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change_variable = {
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name = accolade_progress
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add = 1
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}
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}
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else = {
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set_variable = {
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name = accolade_progress
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value = 1
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}
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}
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}
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}
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}
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# Root = Losing combat side
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# scope:wipe - Was this a wipe?
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on_combat_end_loser = {
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events = {
|
||||
combat_event.0002 # Defeated commander loses shot at getting 'The Undefeated' nickname.
|
||||
almohad.0003 # Check whether Ibn Tumert should die
|
||||
fp1_shieldmaiden.0031 # Track shieldmaiden levelling.
|
||||
combat_event.2111 # Battle Lost: glory goes down.
|
||||
}
|
||||
random_events = {
|
||||
1000 = 0
|
||||
|
||||
1 = harm.0012 # A conk on the noggin' renders you a-foggin'.
|
||||
}
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = side_commander
|
||||
exists = enemy_side.side_commander
|
||||
}
|
||||
combat.location = { save_scope_as = battle_province }
|
||||
|
||||
side_commander = {
|
||||
create_character_memory = {
|
||||
type = battle_lost_memory
|
||||
|
||||
participants = {
|
||||
winner = root.enemy_side.side_commander
|
||||
ruler = root.enemy_side.side_primary_participant
|
||||
}
|
||||
}
|
||||
|
||||
scope:new_memory = {
|
||||
save_scope_as = battle_memory
|
||||
}
|
||||
|
||||
scope:battle_memory = {
|
||||
set_variable = {
|
||||
name = battle_location
|
||||
value = scope:battle_province
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
combat = { warscore_value >= 15 }
|
||||
}
|
||||
combat.location = { save_scope_as = battle_province }
|
||||
side_primary_participant = {
|
||||
if = {
|
||||
limit = { is_valid_for_legitimacy_change = yes }
|
||||
send_interface_toast = {
|
||||
type = msg_legitimacy_loss
|
||||
title = legitimacy_loss_toast
|
||||
left_icon = root.side_primary_participant
|
||||
right_icon = root.enemy_side.side_primary_participant
|
||||
custom_tooltip = legitimacy_loss_battle_tt
|
||||
add_legitimacy = minor_legitimacy_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
#BP4 marshal offers help event
|
||||
if = {
|
||||
limit = {
|
||||
side_primary_participant = {
|
||||
is_landed = yes
|
||||
is_at_war = yes
|
||||
any_character_war = {
|
||||
NOT = {
|
||||
using_cb = peasant_war
|
||||
}
|
||||
OR = {
|
||||
AND = {
|
||||
primary_defender = prev
|
||||
defender_war_score <= -25
|
||||
}
|
||||
AND = {
|
||||
primary_attacker = prev
|
||||
attacker_war_score <= -25
|
||||
}
|
||||
}
|
||||
}
|
||||
NOT = { has_character_flag = had_ach_yearly_events_1003 }
|
||||
any_councillor = {
|
||||
has_council_position = councillor_marshal
|
||||
basic_is_valid_for_yearly_events_trigger = yes
|
||||
is_at_war = no
|
||||
NOT = {
|
||||
is_allied_to = root.enemy_side.side_primary_participant
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = side_commander
|
||||
}
|
||||
side_commander = {
|
||||
save_scope_as = commander
|
||||
}
|
||||
}
|
||||
enemy_side.side_primary_participant = {
|
||||
save_scope_as = foe
|
||||
}
|
||||
side_primary_participant = {
|
||||
random_character_war = {
|
||||
limit = {
|
||||
NOR = {
|
||||
using_cb = peasant_war
|
||||
using_cb = nomadic_war
|
||||
}
|
||||
OR = {
|
||||
AND = {
|
||||
primary_defender = prev
|
||||
any_war_attacker = {
|
||||
this = scope:foe
|
||||
}
|
||||
defender_war_score <= -25
|
||||
}
|
||||
AND = {
|
||||
primary_attacker = prev
|
||||
any_war_defender = {
|
||||
this = scope:foe
|
||||
}
|
||||
attacker_war_score <= -25
|
||||
}
|
||||
}
|
||||
}
|
||||
save_scope_as = liege_war
|
||||
}
|
||||
random_councillor = {
|
||||
limit = {
|
||||
has_council_position = councillor_marshal
|
||||
}
|
||||
random = {
|
||||
chance = 50
|
||||
modifier = {
|
||||
add = 50
|
||||
is_ai = no
|
||||
}
|
||||
trigger_event = ach_yearly_events.1003
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Nomads recover head of fallen warrior
|
||||
mpo_mongol_recovered_head_content_effect = yes
|
||||
|
||||
# Commander trait leveling
|
||||
every_side_commander = {
|
||||
commander_trait_leveling_leveling_effect = { XP = 0.5 }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
any_side_participant = {
|
||||
has_character_modifier = boasted_of_victories_modifier
|
||||
}
|
||||
}
|
||||
every_side_participant = {
|
||||
limit = {
|
||||
has_character_modifier = boasted_of_victories_modifier
|
||||
}
|
||||
add_stress = miniscule_stress_gain
|
||||
add_prestige = miniscule_prestige_gain
|
||||
}
|
||||
}
|
||||
side_primary_participant = {
|
||||
random = { # chance of inspiring a knight to become eligible for disciplinarian accolade
|
||||
chance = 2
|
||||
modifier = {
|
||||
factor = accolade_progress # scales with accolade progress
|
||||
}
|
||||
modifier = { # must have an eligible knight
|
||||
NOT = {
|
||||
root = {
|
||||
any_side_knight = {
|
||||
can_unlock_accolade_attribute_trigger = {
|
||||
ATTRIBUTE = disciplinarian
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
factor = 0
|
||||
}
|
||||
save_scope_as = accolade_liege
|
||||
set_variable = {
|
||||
name = accolade_progress
|
||||
value = 0
|
||||
}
|
||||
root = {
|
||||
random_side_knight = {
|
||||
limit = {
|
||||
can_unlock_accolade_attribute_trigger = {
|
||||
ATTRIBUTE = disciplinarian
|
||||
}
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 50
|
||||
is_acclaimed = yes
|
||||
}
|
||||
}
|
||||
save_scope_as = accolade_knight
|
||||
}
|
||||
}
|
||||
send_interface_message = {
|
||||
type = msg_accolade_eligibility
|
||||
title = accolade_disciplinarian_unlock.t
|
||||
left_icon = scope:accolade_knight
|
||||
right_icon = scope:accolade_liege
|
||||
custom_tooltip = accolade_disciplinarian_unlock.tt
|
||||
scope:accolade_knight = {
|
||||
set_variable = {
|
||||
name = disciplinarian_attribute_unlock
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1627,28 +1627,28 @@ on_death = {
|
|||
end_diarchy = yes
|
||||
}
|
||||
|
||||
# EP3, Wallada transfers possessions to her heir
|
||||
if = {
|
||||
limit = {
|
||||
root = character:andalusian_0003
|
||||
exists = player_heir
|
||||
}
|
||||
# save Wallada's scope
|
||||
save_scope_as = wallada
|
||||
random_character_artifact = {
|
||||
limit = {
|
||||
has_artifact_modifier = double_moon_modifier
|
||||
}
|
||||
set_owner = scope:wallada.primary_heir
|
||||
save_scope_as = double_moon_book
|
||||
}
|
||||
primary_heir = {
|
||||
trigger_event = {
|
||||
id = ep3_story_cycle_violet_poet.0004
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
# # EP3, Wallada transfers possessions to her heir
|
||||
# if = {
|
||||
# limit = {
|
||||
# root = character:andalusian_0003
|
||||
# exists = player_heir
|
||||
# }
|
||||
# # save Wallada's scope
|
||||
# save_scope_as = wallada
|
||||
# random_character_artifact = {
|
||||
# limit = {
|
||||
# has_artifact_modifier = double_moon_modifier
|
||||
# }
|
||||
# set_owner = scope:wallada.primary_heir
|
||||
# save_scope_as = double_moon_book
|
||||
# }
|
||||
# primary_heir = {
|
||||
# trigger_event = {
|
||||
# id = ep3_story_cycle_violet_poet.0004
|
||||
# days = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
|
||||
# Populate new contracts for laamp heirs.
|
||||
player_heir ?= {
|
||||
|
|
|
|||
|
|
@ -917,7 +917,7 @@ travel_events_on_action = {
|
|||
300 = ep3_laamp_flavor.0060 # Dead Weight
|
||||
200 = ep3_travel_events.8000 #To Belong Somewhere
|
||||
200 = ep3_travel_events.8010 #Won't Be Missed
|
||||
1000 = ep3_story_cycle_violet_poet.1000 #Nature's Bounty
|
||||
# 1000 = ep3_story_cycle_violet_poet.1000 #Nature's Bounty
|
||||
|
||||
#MPO Travel Events
|
||||
100 = mpo_events_tova.0003 #A Jest Too Far
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue